[PATCH 2/3] glamor: Fix no-mipmap allocations

Markus Wick markus at selfnet.de
Wed May 14 14:08:17 PDT 2014


With GL_TEXTURE_MIN_FILTER, we configure not to use mipmaps, but we don't configure to not have them.
Some driver allocate the complete texture + all mipmaps at once, so they will still allocate them.
GL_TEXTURE_MAX_LEVEL however disable the mipmaps at all, so eg nvidia stop spamming vram wasting warnings.

Signed-off-by: Markus Wick <markus at selfnet.de>
---
 glamor/glamor_fbo.c    | 1 +
 glamor/glamor_font.c   | 1 +
 glamor/glamor_pixmap.c | 1 +
 3 files changed, 3 insertions(+)

diff --git a/glamor/glamor_fbo.c b/glamor/glamor_fbo.c
index 5521683..090dfd8 100644
--- a/glamor/glamor_fbo.c
+++ b/glamor/glamor_fbo.c
@@ -347,6 +347,7 @@ _glamor_create_tex(glamor_screen_private *glamor_priv,
         glamor_make_current(glamor_priv);
         glGenTextures(1, &tex);
         glBindTexture(GL_TEXTURE_2D, tex);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
         glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0,
diff --git a/glamor/glamor_font.c b/glamor/glamor_font.c
index f747d59..57c607d 100644
--- a/glamor/glamor_font.c
+++ b/glamor/glamor_font.c
@@ -95,6 +95,7 @@ glamor_font_get(ScreenPtr screen, FontPtr font)
     glActiveTexture(GL_TEXTURE0);
     glBindTexture(GL_TEXTURE_2D, glamor_font->texture_id);
 
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 
diff --git a/glamor/glamor_pixmap.c b/glamor/glamor_pixmap.c
index 54b414b..789d377 100644
--- a/glamor/glamor_pixmap.c
+++ b/glamor/glamor_pixmap.c
@@ -717,6 +717,7 @@ __glamor_upload_pixmap_to_texture(PixmapPtr pixmap, unsigned int *tex,
     }
 
     glBindTexture(GL_TEXTURE_2D, *tex);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
     glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
-- 
1.9.2



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